Thursday, 22 November 2012

iBall - Inspiration and Reference


The image below is what i envisioned for the concept for iBall too look like
I imagined a really creamy smooth scene that allowed the city to flow together.
 Below is a mood board and a compliation of what I want the different stlyes of textures that I want too encorporate into the iBall. There is also a lot of photography images that will inspire the different lens styles, photgraphy techniques and filters for the game.  


Friday, 16 November 2012

Normal Maps

Today we learnt about normal maps and were tasked with re-creating the map that Ken showed us whilst he was teaching it too us.

I had some difficulty with getting the normal maps too work properly.

I altered every option, open every menu and still couldn't get the normals too map properly.

however after a long time fiddiling, I relalised ( Ken Pointed out ) that the plane I was trying too map too was on the front not the back!

Finally I'd done it! Here it is







I then set about doing my own version which came out like this; Was pretty happy with how the normal map was looking at this point and I thought the result might be really cool when if finaly made the model but..  

 

It just looked pretty average too be honest. Not too dissapointed since it was a good gauge of what normal maps are capable of!
 

Ambient Occulsion Maps




Last week we learnt about Ambient occulsion maps;

I found them really easy to do and quite rewarding as the results you get are really nice!

We were given a preunwrapped head; that we had to get some ambient occulsion maps from;

 
Above is a work in progress of initially rendering the Ambient Occulsion map.
Above is the final render of the model - No lighting in the scene just the ambient occulsion map applied!
This is a 16 sample ambient occulsion map, below is a 64 sample ambient occulsion map
 
As you can see the 64 sample is much smoother and softer, more suitable for shadows and informing tonal values when painting, the 16 point sample would be better for making a "Dirt" map since it's grittier and less smooth.

Wednesday, 14 November 2012

Bens Multiplayer Level Design Bible

I'm 16 pages through this little gem of a guide from Ben Bauer 2004.

Ben wrote this guide back in 2004, the principles still stand and are still functional some 8 years on. He was working for Crytek whilst writing this booklet so you know the source is reputable. ( Not sure on his whereabouts now but that's irrelevant ... the article is fantastic)

It's a great "Beginners" guide too level design. Although I hate that term since it has a stigma that all beginners will inherently be bad level designers and "experienced" designers won't gain anything. I'd say it'd be a good read for any level designer, they may pick up tips for workflow and planning, I know I did!

The PDF has particular emphasis on multi-player level design, however I've already taken a lot from the article that could be applied too single player levels too.

Some of the things I've learnt from the guide so far;

How to layout your initial concepts & ideas.
How to add tactics and strategy too your level designs simply.
Techniques too improve my workflow
A reminder to consider different player style & too cater too all.

I've taken in much more hand hints however I feel it'd be more valuable to reference these in the Cheat sheet / Booklet that I'll be creating for my PDP.

Backbreaker Game


Backbreaker Vengeance;

Backbreaker Vengeance is an XBLA game that is based around american football. The concept is simple you're an American Football Player that is competing in training exercises. It's the player can compete alone or with a friend (split-screen) against the computer too complete the challenges. The main objective is to score the most points.
To do this the player must finish the training mission and do so with flair.
Often the levels are designed to give any player that completes them a fixed amount of points as the player will have to complete certain challenges to finish the training exercise.


Backbreaker Vengeance Handoff - Retrieved November 07 2012



The Mechanics already existing in the game are;

Walk; Self Explanatory


Sprint; Self Explanatory


Juke; This can be seen above - The player steps sharpley left or right to avoid incoming opponents.


Spin; The player can spin around incoming enemies either to the left or the right.


Jump; The player can jump over incoming opponents & Obstacles.


Dive; The player can diver under opponents that pose an aerial threat.


Barge; The player can barge into opponents to progress through the level.


Showboat; This is a celebration that will earn the player more points in the game.


Point Multiplier; Every time you dodge an enemy or obstacle your point multiplier goes up.
These mechanics are very good and well constructed, they all revolve around the movement of the player and keeps the objectives simple and easy too understand. The way the developers have built upon them by utilising them in different scenarios is great and made a very enjoyable game.






The current game types are;

Tackle Alley; The player runs past enemies and obstacles to score a touchdown.  The catch mechanic could be easily implemented into this game type - the player would simply have to catch a ball before they scored a touchdown.
Vengance; This involves the player stopping the enemies from scoring touchdowns. The player would simply have too intercept any balls thrown to the enemy player by catching it before they do - Stopping them making a touchdown.
Supremacy; This involves the player competing against the enemy AI to make a touchdown first. The player would have to compete against the enemy for the same objective. The player would have to put themselves in a better position to catch the ball before the enemy player does.


Thursday, 8 November 2012

Bertie 3D-Model Work in Progress





Above are some Work in Progress screen shots and also some poses of Bad Bertie in the view-port.

Everything is a remix

http://www.youtube.com/watch?v=jaA8DMVOYhg


I found this too be a really interesting video, it's all about how nothing we create will be a truly original idea or concept any more. What will separate us is the quality we add to the concepts and ideas. And how we "remix" the ideas to improve them or change them in a new and creative manner. Really worth a watch!

Wednesday, 7 November 2012

Contemporary Design Question Update

We were tasked with creating a Contemporary Design Question Proposal, I decided too look at;

How will the Economy, Consumer Psychology & Global Development affect Market Pull & Technological Push?

However after a talk with my tutor and feedback on the question I proposed it became evident that the essay question didn't reflect what I wanted too look at. And it wasn't clear that it's a design based question.

So I've decided to revise my Question too be;

How will Consumer Psychology & The Economy affect Contemporary Product Design?

I will include aspects from the other essay that I proposed such as Market Pull and Technological push however I will use those too inform how Product Design will change. This will differ from my original proposal which leant towards market change. This is a much more focused question which adheres too the brief much more. I think this question better reflects what I wanted too research, it's a broad topic so i'll have to break it down quite heavily. The evidence of this break down will be able to be seen on the blog.